Rivals of Aether

Rivals of Aether

Cinna
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Update: 11 Dec, 2024 @ 7:38pm

-Also i accidentally screwed up the fspecial bomb's collision sprite lmaooooooo

Update: 11 Dec, 2024 @ 7:32pm

-Increased dspecial startup a bit since it was too fast last update lol

Update: 11 Dec, 2024 @ 6:27am

v0.135

Update: 11 Dec, 2024 @ 6:14am

v0.134

Update: 10 Dec, 2024 @ 7:05pm

-DSpecial is less laggier, but travels considerably less horizontal distance. It's also active for less time on both grounded and aerial versions and no longer has "clean/late" hitboxes.

Update: 6 Feb, 2024 @ 7:34pm

-Small number changes i did while i was patching bluey

Update: 4 Jan, 2024 @ 9:01pm

-Fixed the sprite offset on her jump animation.
-Getting hit during NSpecial will deplete any magic Cinna has charged. Also adjusted the animation frames a bit on it.
-Bombless FSpecial is a bit faster. (I don't actually know if this move is useful for anything but it'd be funny if it was)
-Horizontal DSpecial will no longer set Cinna in pratfall if started in midair, but it'll travel at a reduced distance and speed instead.
-The back explosion hitbox on charged DSpecial has a stronger visual hit effect.

Update: 3 Dec, 2023 @ 6:40pm

-And of course, because everytime I tweak Bluey's animations, I also have to do the same on Cinna's. *sigh* Very minimal changes though, you'll barely notice they happened

Update: 14 Aug, 2023 @ 9:30pm

-Restored aerial horizontal down special's input. Now it inflicts pratfall ONLY if Cinna whiffs the move. (I had only commented it out in the code foreseeing I'd have to bring it back eventually LOL)

Update: 13 Aug, 2023 @ 10:39pm

-A number of changes to down special.
--The input to use horizontal/grounded down special in the air is no longer possible.
--Grounded down special's hitboxes are active for less time (16->10) and no longer have a 'middle' hit. The horizontal trajectory has also been slightly adjusted in that the burst speed is slightly faster, but the deceleration is harsher.
--Aerial down special's hitboxes also last less time, decelerates harder when close to the move's end, facilitating recovery.
--Charged down specials (grounded and aerial) carry all of the previous changes, on top of having a new burst hitbox behind Cinna at the very start of the dash. Said burst hitbox sends at a lower angle than Bluey's but doesn't stun.